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  1. Today
  2. So given what @chaos discovered in the source for checking, it is plausible that you could isolate where the one timer is in NHL94 and shoehorn it into 93.
  3. Yesterday
  4. For those who don't want to watch me ramble for over an hour on my stream (btw stream is here - https://www.twitch.tv/videos/2120586640) Using the source code from 92 (Link - NHL Hockey Source Code), we are now able to find out how things work a lot easier than finding a needle in a haystack like we had done in the past. NHL94 has improved upon 92, but much of the code is the same (with some refinements and added things, like bonuses). The most important thing is we have an idea how the RAM is laid out (basically all the variables for the game). How does checking work in 94? Weight is involved. Where you are on the rink is involved (You're getting checked against the boards? You're getting knocked down). Checking rating is involved. Also, impact value is involved (how hard you are hitting depending on your velocity and your opponents velocity, and the distance between the 2 of you). Are you controlling the player checking, or is the AI? Also, the weight bug (lets lighter players check heavier players, regardless of a lot of factors above) - Here's the checking formula for 94: Check if checking player is in checking animation If impact value is more than 20 decimal, the check will initiate. If not, there will only be momentum transferred between the 2. Starting value for calculation (120 decimal or 240 decimal if player controlled) - Subtract (Wgt * 8) of player checking - Add (Wgt * 8) of player being checked - Divide total by 2 - Check if player will hit the wall (see below) - Subtract impact value - If the total is 0 or negative, proceed to knock down. - If total is positive, then check if player will hit wall. If he will, proceed to knock down. - If total was positive, and player is not near a wall, then randomize the result from above (the RNG will choose a number >= 0 and < result from above) - Load the checking attribute (which is Chk rating * 5 + bonuses (Hot/Cold and 3rd Period Bonus). Divide it by 2 (Value will be between 0 and 15) - Next, subtract Checking value from above from the RNG result. If the answer is <= 0, then proceed to knock down. If positive, then check Agression attribute and see if there will be a penalty from the hit. Knock down section also checks for penalty from contact, but there is slightly less of a chance of a penalty compared to them not getting knocked down. After this part of the code, it will check for toddle (related to stickhandling). This checking formula is almost the same as it is in 92, except for the fact that some math is different (there's no bonuses, attributes are on a 0-15 scale instead of 0-6), the starting value for ALL checks is 60 decimal. In 94, the attributes are stored in RAM with a 0-30 scale (which is why you see a divide by 2 in a few places here). What's the weight bug problem? Lighter player can check heavier players with ease, when player controlled. This is because of the large boost given to the starting value. The subtracting and adding of the weight in this formula is done "byte" size, which means that value can never be over 255, it will overflow and 256 = 0 (it will start over at 0). Because of this, the rest of the calculation is pretty much thrown out the window (impact value will play a very small role in a weight bug check). So how to fix the weight bug? Remove the boost to the starting value when player controlled. I believe this may have been left in during testing, since the formula itself is almost the save as in 92. If the starting value was set to 120 decimal for both AI and player controlled checks, we would see much more "realistic" results. Weight difference won't be a huge factor anymore (still a bit of a factor), but impact and checking attribute would play more of a role. What's impact value? This is something I was able to figure out using the source code. The game tracks the velocity of the players (speed + direction). When it senses 2 players are close enough for contact, it will calculate a transfer of momentum between the players (when players hit, they slow down, bump each other back, etc). So it will calculate impact based on the velocity of both players, and the distance between them. The players speed is controlled by their acceleration, which in turn is controlled by Wgt and Agl attributes. So the faster a player is going, the more impact they will cause. If 2 skaters are skating at each other, the impact will be higher. If a player getting checked is skating away from the checker, the impact will be lower. If you hit the player near the end of your speed burst, the impact may be lower (not going as fast as you originally were). Funny thing is even with the weight bug, its actually harder for Theo Fleury (3 wgt) to check Marty McSorley (14 wgt), than it would be for him to check someone like Mats Sundin (7 wgt). He needs some impact to check Marty, where as with Mats, as long as he meets the minimum impact value to initiate the checking calculation, hes knocking him down. Here are some examples with weight and impact: 4 wgt checking (player controlled) a 10 wgt with minimal impact just makes it to the knock down phase (-4). 4 wgt AI player can do it with a ton of impact though (and some RNG luck). Closer weights here. 5 wgt AI checking a 7 wgt player with 50 impact value can definitely have a shot with some RNG luck (RNG result would be between 0 and 18 here), then subtracting the Checking attribute (0-15 scale after divide by 2). Marty McSorley might be able to survive this check from Theo Fleury with the right RNG and minimal impact. AI controlled Mario Lemieux might struggle knocking down Mike Gartner with low impact. Gotta get a good RNG roll (low value here).
  5. Last week
  6. Does anyone still have a copy of NFL '09 ('98) created by SabreDance by any chance. Please and thank you. PS I have 2 projects I have completed and will be contributing to the community when I get a chance soon. I appreciate the help in advance.
  7. 00344 - Located in: Lafitte, Louisiana, United States H07136 - Located in: pictou, NS, Canada H24460 - Located in: Bentleyville, Pennsylvania, United States A17558 - Located in: Mankato, Minnesota, United States A24244 - Located in: South Elgin, Illinois, United States
  8. Given that Baseball Stars Colour was literally just a colourization of the original monochrome game released a year later, It probably wouldn't have been that hard for SNK to give this game the same treatment. And I was thinking it would be nice to see some of those new/old assets in something other than grey...
  9. This is a really interesting concept and the contrast is well done (haven't had a chance to see it in action yet) but I'm also hoping reception was favorable enough for a color version. 😉
  10. Well with the wife away all weekend and into next week Ill get more completed. The schedules is trickiest thing. But they are date accurate.
  11. 1. Yes! A lot easier in fact. Since everything is contained in one file instead of jumping between 4 ROMs. That was what mainly drew me to it, honestly. 2. Higher power PCs and (unofficially) modded PS3s, for now. As emulation gets better this could expand - but it’s a very CPU heavy task. I only know how to do it on a higher power (8+ cores) PC.
  12. This looks incredible, great work in progress! 1. Have you seen (or tried, or speculated) if yearly roster updates are "easy" like the NHL94 roster updates? 2. Did you list the devices on which this mod can be played? I looked through the posts and didn't see it, maybe I missed it. If so, I apologize... if not, can you list them, please? 3. Great work! I'm really looking forward to this. Thanks for another tease.
  13. Those are interesting tournaments. Takes a lot of research to make those historic games though.
  14. @halifax I put together a team ranking list to share with everyone. I'm thinking of running a one-off league with this ROM at some point. WHA Rosters.xlsx WHA Rosters - Google Sheets.pdf
  15. Hey there - I’ve moved my efforts to working on a mod for NHL Legacy just so I have more surfaces to mod and make something more realistic. It runs on less devices because it has a high CPU overhead, but it’s had great results (see attached). Sadly I only have time for one mod lately, so this mod is not going to be worked on much more (if ever).
  16. Please world cup hockey 50s,60s
  17. Earlier
  18. "So you got all the other ones, what about the Pocket?" "What?" "The NEO*GEO Pocket version of Hockey Stars." "Hm... I'll look into it." Okay. So the idea behind this one, for those who need a quick backstory. As per wikipedia, "The Neo Geo Pocket (NGP) is a monochrome handheld game console released by SNK." It was released in Japan only in late 1998 and was essentially discontinued six months later with the release of the Pocket Colour. It launched with six games and saw another three released by the end of the year, before efforts were switched over to making Colour ports. As a side note, the Pocket Colour would meet the same fate as all handhelds that try to compete with the Gameboy and be discontinued two years later, as would the company. Be discontinued that is. Having declared bankruptcy. Correction: They made ten games that year. But since most people don't have a NEO*GEO Pocket kicking around, we're going to cover the port that came in the same re-release collection as Hockey Stars 0. Alright, that preamble was pretty amble-ly, but it seemed important to set the stage for what this is. A SEGA Genesis game that looks like a Gameboy game. So I present a retro-style review of: While titled simply "Hockey Stars", it is known colloquially as Hockey Stars Pocket or Hockey Stars NGP. And it was developed primarily buy Saurus, a subsidiary of SNK that also developed the NGP version of Baseball Stars. Getting into the game, this port doesn't stick to the original resolution of the pocket screen thankfully. but many of the graphics, as well the the monochromatic-ism of an original Pocket release. Maybe at some point we'll see if they ever ported this one to the colour. It's notable that the team names and logos this time were borrowed primarily from the NES version of Baseball Stars II, rather than the Pocket versions of Baseball Stars, as many of those were heavily baseball themed. One change though is that several of the teams have had logo updates when they looked too much like some initials on a ball cap, and changed cities from some smaller baseball towns, to more traditional hockey markets. At least the game is colour blind friendly. One thing to note, while the 18 playable teams all have colourful fictional names, being restricted to eight total grey tones including black and white, means that a lot of thought had to be put into contrast, and every team looks the same with light grey home and dark grey away uniforms for maximum discernible-ness at full speed. I though Denver was a dinosaur, not a dragon... The game does support up to four players, but being that this is half of the grey tones, telling everyone apart might not be the easiest task. I did like the starry "O" from the original NES game's assets. Alright. One of the best parts of the original NES game, was the player profiles. And we revisit those here too, even if the game doesn't have the capacity to allow for hiring, firing, trading and upgrading. We are treated to a nice set of unique photos. Checking out the player abilities. It would appear that the rosters are also borrowing from Baseball Stars II, and are as usual in this series, vastly min-maxed for acute player specialties. Some playing around with rosters may be required to get a starting lineup that you find best suits your playing style. Goalies be crazy. Some even bright their old-school masks to picture day. While the limited grey scale seemed to relegate everyone to a mid-toned skin shade, it is notable that almost every team has one or two co-ed members. Finally, there are three game modes, Single Exhibition, or play for the SNK Cup in a 16-Team Tournament with Single Elimination or Best-of-Seven formats. There is also a Shoot-out mode from back before those were played out. And what overtime goalie duel would be complete without declaring the lone goal scorer to be the game's first star. I don't know if there was a colourized version of this game. Might have to see how the reception to this one went. Hockey Stars NGP.bin
  19. Love the work that you did on this, I have come to really appreciate College Hockey in the last couple of years and I enjoy playin the hell outta of this game, especially in anticipation of the Frozen Four this week. Any updated version for this year in the works? Thank You again.
  20. Digging up old treasure here. As a rec. league inline player who grew up playing in the street, this one always intrigued me. Adding in the neighborhood guys and real/imaginary rec. teams would be fun. Cool idea!
  21. This and goalie control...
  22. One of the difficulties with this, is that it may not look good in still, but once many different frames are updated, the illusion of detail may hold up. But that's a lot of work to invest in a potential dead end. I wonder if a solution like this might work. Adjust the colour palette so that the darker skin colour is one step darker in the Red channel. Then re-appropriate that colour for the visor area. Something like the attached.
  23. https://codecpack.co/download/FFInputDriver.html
  24. Looks like Sourceforge removed the input plugin from their site. Had to find it on another site.
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